#ue4-general

1 messages Β· Page 285 of 1

sonic pagoda
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yoy just mnetioned all the things i suck at

plush yew
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i used world machine myself a few times, but now all my maps are interior tunnels lol

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so i used 3ds max for that πŸ˜›

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you ever firgure out that UI thing?

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hope that trig stuff helped @steady hinge

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lol

sonic pagoda
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how much does world crestor cost, i clicked the link but sucks on mobile

steady hinge
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I want to make a very small 90 minute long game. I want it to be very simple, only using WASD, mouse, and left click.

But inside the short and simple game, I want to try to put forward a really powerful narrative and have a really beautiful setting.

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Just under $300.

leaden garnet
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World Creator is a useful software

steady hinge
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If I can't make the dialogue and the searching and interacting with clues fun, then there is no reason for me to go Zbursh the characters and houses and catapults, or build the terrain and purchase trees, and voice act the lines.

So I am just taking this one step at a time right now.

plush yew
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thats how i did my game, step by step. you just keep padding on mud to a mud hill basically.

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lol

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like an otter

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or whatever they pad i forgot what foliage they use lol

sonic pagoda
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i personally have this thing, where if the scene isnt there the fun isnt really there

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i like seeing thd fun while i make the game

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i could mever work with those grey level design scenes

steady hinge
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I'm not sure how to really explain what I am doing with the dialogue wheel... The goal is to turn it into much more of a game aspect as opposed to just feeling like a UI.

I have elements where if you chose an option that is contrary to the normal behavior of the character they try to fight your decision.

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It is like little mini games in the UI.

sonic pagoda
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that sounds interesting

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like fighting your conscience or somethong

steady hinge
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Pretty much.

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I have this love/hate relationship with dialogue wheels.

sonic pagoda
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you could make the dialogue multiplayer showing the percentage of global answers

steady hinge
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I am trying to take what I love about dialogue wheels, and get rid of how it is way too predictable and linear.

sonic pagoda
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*multiplayer is such a broad term nowadays

steady hinge
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That is one of my goals for my second game. I thought anything multiplayer would be a stretch for this first one though.

leaden garnet
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Multiplayer feels too broad, tho commonly its just PvP

steady hinge
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I want to get away from this idea that, 'I will just click the top right option every time and everyone will like me for being the good guy'.

That is taking a great interface idea (the dialogue wheel) and just ruining it.

But I won't get into a long rant about that stuff. I'm just saying that I am doing more with my widget blueprints than just making a simple menu... just in case anyone was thinking I'm just stupid and have spend days doing such a simple task...

hot drum
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Why

sonic pagoda
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i dont think stupid and ue4 mix well, so i didnt think that.... im just curious is all

hot drum
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why does unreal do this to me

sonic pagoda
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karma?

hot drum
steady hinge
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I've also been working on some concept art.

hot drum
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If on the bottom I invert the buttom two to visible and invisible

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It works

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I'm seriously about to quit unreal due to this unfathomable bullshit

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All of my code worked before I added the visibility things

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I'm actually not so proud of my self

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It was the event tick all along

leaden garnet
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Event tick

hot drum
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the start of it

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I'm still wayy too confused how the event tick changed all of that

leaden garnet
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Yeah uh ET is a dangerous thing

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One of your vars is "Is AI Close"

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Working on an AI?

sonic pagoda
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Is At Claw

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yea instead of event tick just have the character execute an event

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on the widget

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no need for event tick

hot drum
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Ok great

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another problem

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I love this engine

sonic pagoda
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which runs on every frame, so everyframe you are setting the button to visible.or hidden

hot drum
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If I just run the game and then click the whole thing plays fine

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But If I move before doing it

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I can't do it anymroe

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This is wayyy to convoluted

sonic pagoda
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because you aren at claw?

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after moving

leaden garnet
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Keep at it

sonic pagoda
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i had, have a lot of these moments, and its usually something silly that youll just be like ahah

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yea youll get it

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or reas a doc and it might give you the clarity

hot drum
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I have an overly short temper

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so I might need a therapist after this πŸ˜…

sonic pagoda
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yea youll need a physcologist after a year or so of crying in the corner secretely thinking if youll ever make it as a game dev

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but theres a shit ton of tutorials , videos, docs

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and theres us, the Slackers

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we dont do shit

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we just dlaxk

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slack

hot drum
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Well the problem is I’d like to seek help about the problem but I don’t know how to describe it

vestal oasis
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Note to self
Never connect the output of a node to its own input

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I just created an infinite loop and crashed my computer

sonic pagoda
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you crahsed ypur pc? wow, ue4 usually does a good job of preventing that

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by limiting callstacks

vestal oasis
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Yeah it’s actually the first time I’ve ever crashed my pc using unreal

sonic pagoda
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you can actually do that

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with a delay

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but yea if its not going to stop it will be an infinite loop

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but just having a .2 delay would probably not make it crash if you need that loop to happen

leaden garnet
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I hope the project is fine tho

sonic pagoda
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yes also, put autosave for every 3 mins

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10mins is way too long

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a lot has happened in 10mins lol

vestal oasis
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I don't need the loop to happen
I did it specifically just to see how unreal would react

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The answer is very badly

sonic pagoda
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ive not been able to crash it... i always get a callstack, infinite loop error

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i crash it in other ways, but also never my computer itself

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the latest versions have been very stable, compared to 4.15 when i started, or maybe my code has improved a lot as well

sly glade
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Hi all, new here. Does anyone know if there is a way to change the cursor behavior when mmb-panning in the viewport ? As in : not having the cursor magically reappear at its original position, but rather, simply letting it move ... just like in any other 3d app. Even after years of using UE4 I still find it very prone to errors.

I don't think there is any option for that in the editor preferences, but maybe there is a hidden console command for it ?

vestal oasis
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I may have permanently fucked up my game oh no
I tried to reopen it after turning my pc back on and I crashed again

sly glade
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(btw this is true of viewport rotation too - extremely frustrating stuff imho)

vestal oasis
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😭It’s gone
I can’t even open the project without an instant crash

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Welp

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At least I didn’t have much done

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It was basically a testing project

uncut vigil
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can you try verifying the engine? it worked for me once

oblique sorrel
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Be it the dropdown or the picker, can't select anything

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Or, rather, I can select stuff, but the fields in the array aren't being filled with it

worn granite
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@sonic pagoda the latest versions have been very stable, compared to 4.15 when i started I started before 4.6 I think, its gotten far more stable.

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I can't think of a time where I crashed my PC. Ever.

vivid girder
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Anyone have a question?

vestal oasis
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that is a question

vivid girder
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That was a statement

vestal oasis
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one person does have a question

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it is you

tropic oracle
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@vestal oasis you should have autos Aves available to go back on at least. Neat scenario. Going to have to try that output->inputs feedback look later 😈

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Autosaves^

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Loop^ autocorrect on phone is annoying :/

vestal oasis
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Hey does anyone know how to make the jump animation play when you jump again
by default you just move as if you were jumping but stay in the fall animation and I don't like it

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(i'm using the default third person module just for testing stuff)

muted kraken
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I had that issue one time

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If someone spammed jump it would play the fall animation

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I didn't know a fix but I did something else

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I put small delay between jumps which kind of helped with the problem

errant lintel
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Hey, I would like to know which version is more stable between 4.19 and 4.20 πŸ˜„

plush yew
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@errant lintel 4.20.1 fixes some issues people had in 4.20

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im using 4.20.1 and it's really good, for net latency, etc.

errant lintel
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ok cool πŸ˜„

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thanks @plush yew

plush yew
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welcome

errant lintel
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because 4.19 wasn't a good version IRC

plush yew
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i am really interested in the 4.20 niagara stuff, was looking at the content examples for it earlier

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trying to see how i can use particle collision on explosion

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for my ship ai

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so that when the ships die, particles can spawn off and fall on the floor and hit and then bounce a bit and create kind of like a secondary lighting effect. those secondary stuff really affect gameplay and value i think

steady hinge
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I am going to be doing all sorts of cool snow effects later on.

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I'm going to have a blizzard in my game.

cloud cobalt
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@errant lintel That's quite a lot dependent on your game

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4.19 is the final version for us, much more stable than 4.18

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You're bound to have issues in pretty much any version, just find one that works for you

errant lintel
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@cloud cobalt ok ok I read some users get bad time with 4.19 that's why I ask, but your feedback seem really more positive πŸ˜„

cloud cobalt
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Like I said, depends on the game. One UE4 version changed the behavior of bShowMouseCursor slightly - plenty of games would never give a single shit about that

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For us it was a few days of bug hunting

hidden berry
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anyone up for a question?

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@cloud cobalt you think you could give me some knowledge

cloud cobalt
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Ask your question and wait for people to answer, rather than asking if you can ask a question.

hidden berry
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im creating a UI for my inventory screen. How would i go about casting to multiple characters off an Event construct?

cloud cobalt
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Sure you understand what casting is ? It's just a type conversion.

hidden berry
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no actually, i just started learning ue4 about a week and a half ago, but i was under the impression that if i were too cast too character 1, it would not be functional for character 2

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the video that i did find also casted too his third person character, which is now duplicated and renamed for me, so i dont have third character anymore, character 1 and character 2 BPs

steady hinge
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I still don't understand casting, and I've been working in Unreal since it was still the Unreal Tournament editor...

cloud cobalt
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Well, casting is a C++ concept - an OOP-concern really

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Let's say you have a Animal class, and a Cat class that inherits Animal, but has 4 legs, a tail, and purrs

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You might have a GetRandomAnimal method that returns an Animal, but sometimes, you know this is actually not any Animal, but a Cat

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Like, because only cats in this level

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So you cast the return to Cat, which is basically jsut saying I know this is a cat, let's use Purr() and PushStuffOffTable() on it

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More to the point, if you do something like GetPawn on a PlayerController, you'll get a Pawn, but you actually know it's a Character, maybe even a MyGameCharacter

plush yew
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yep. cast to be more specific about something you want to access a member variable or function of,. etc.

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one of the most important things ever

hidden berry
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i tried casting to player controller but it doesnt give me the variables and refs i need. So get pawn would work , with the object as player controller?

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or rather *cast to pawn

cloud cobalt
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Well, a player controller is fundamentally not a pawn, or the opposite

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Casting one to the other will always fail

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Casting is only for when you have a A-typed object that you know to be specifically a B-typed, with B a sublass of A.

plush yew
cloud cobalt
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You then cast it to B - "I know this is actually a B, let me call B stuff"

plush yew
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you might wana make a custom player controller and cast to that one

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@hidden berry

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that or just keep trying to cast to all your player controllers until you find the right one, and just drag off to see if the var is in there. should work

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in my above example i cast to a gameplayPC that has a reticle in it

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here i cast to gameplayPC to get a player var (this is my main possesed pawn blueprint code)

hidden berry
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ignore that 2nd get player character

plush yew
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if you want to get the player contorller just use get player controller

hidden berry
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so essentially im just trying too make sure i can get a global reference across all player values so that it applies too both characters (or all when i add more)

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so Event construct-get player character-set input mode ui only- In widget to focus: self?

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i tried using player controller but it doesnt allow me too get the character refs

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also i can only get player controller ID off of event construct

plush yew
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well are you storing the global stuff in the game state class?

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you can store global stuff across all users in game state and stuff that is replicated and per user in game instance

hidden berry
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im really not sure what that means lol i just started learning ue4, im just trying too make sure that this works for both characters. Would you do that in thirdpersongamemode?

oblique trench
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If you do singleplayer, just use GameInstance class for persistent variables/data members.

plush yew
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yupper pupper

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lol

oblique trench
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Otherwise some of the classes evalutes on Server only.

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For example, game mode class runs only on server side.

plush yew
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@hidden berry here's my game instance class. it has a bool called "multiplayer" that i set for each individual player (as an example to you) so that only people online activate certain UIs etc. check out game instance on line. it works with multi as well.

hidden berry
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well eventually i would like it too be multiplayer, dont know if that makes a difference. Im really trying too learn all this, i even bought full 76 hour courses on ue4 lol

plush yew
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game state is for rules and stuff like that. i use it to store arrays for player kills and player points in multi too. so it works globally. any client adds to the global kill tgallies in game state.

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multi is fun lol

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its not as hard as it looks

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really

hidden berry
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im starting too get the hang of it, but theres somethings i still dont understand

plush yew
hidden berry
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and yeah all i have saved in Third Person Game Mode right now is my save and load game function

plush yew
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@hidden berry that's my game state. as you can see, no code

oblique trench
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@hidden berry Go on. UE4 Multiplayer is not complex.

plush yew
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it just has variables i set from clients, including a server. stores global kill tallies, etc.

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also use it for radars.

hidden berry
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so basically, if i wanted too cast to multiple characters, i wouldnt do the blueprints in that area

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i would do them where it would apply too all characters

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or better yet, can you have 2 event constructs, or something equivalent

plush yew
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no so what you do is you write your code from your possessed pawn or your player controller, or widgets

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you should encapsulate your code

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then, you write calls to "get game instance" -> cast to gameplayinstance or whatevcer you name it

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and you set vars in there

steady hinge
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I spent most of my time working in the game industry back in the Unreal 3 days, and back then things like 'casting' weren't really relevant to the job of a level designer. I don't think I ever had to know that stuff in the old Kismet.

I was out of the industry for a long time, and only recently hopped into Unreal 4, and while certain things I caught onto quickly, communicating from blueprint to blueprint has been a hard thing for me...

My training comes more from the artist side of things, making stuff look pretty.

My C++ knowledge is very limited, I have done some basic stuff in C++, but not enough.

hidden berry
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what would be the object for player controller?

whole quarry
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GetPlayerController

hidden berry
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yeah i realized that right as i said that lol

plush yew
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get player controller -> cast to gameplayPC or whatever you name it

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remember to cast once you get

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because it doesnt know which one you're talking about

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cast is to specify that

hidden berry
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is cast to gameplaypc the same as add to viewport, or no

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i dont have gameplayPC so im assuming its still whatever the default name is

plush yew
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some casting examples for you i use

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game state and player controller

hidden berry
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ahh isee

plush yew
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i add in all player controllers in to my game mode, and then i get the first one and cast that to gameplay pc

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and use it

hidden berry
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alright i think i got it now, thanks so much

rancid skiff
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Hi guys, can an interface variable be replicated?

plush yew
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i use interfaces in my game a lot.. they are just functions with typed inputs/ouputs

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and implemented on whatever class uses them

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like your pawn or powerup, etc.

cloud cobalt
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Interfaces can't be replicated and shouldn't

plush yew
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yep they are just meant to communicate between assets.

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not client/server

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all that code should be within the assets themselves only

rancid skiff
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Thanks guys

hidden berry
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One more question. For my testing start screen , i recorded the actors in their idle poses. So in theory, i could also record the respective actor in their inventory screen, since the start screen and inventories are both just widgets?

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Example; character 1 on character 1s inv screen, and character 2 on character 2 inv screen

dim arch
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hey, does anyone know how to test a mobile build on PC

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by sending touch information from an android device (pinch/gravity etc)

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All I can find is UDK remote, which only works on iOS, Not Android

plush yew
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hello guys I have a problem

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in my bp I want to make when I collect one wood to add me one coin but I know how to make my bp but I can't cast too my thirdpersongamemode-why?

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I fixed it-lol

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I want to make when I collect one wood to give me one coin an display on the screen but I confused a little

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can anyoine help me?

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the bp I must to write in woopickup-yes or??

unreal spoke
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Can an event be triggered from an animated material?

cloud cobalt
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No

unreal spoke
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Thanks

rose quartz
rose quartz
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Is It possible to use 2 PostProcessVolumes in 1 level for the character

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or more?

upper heart
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yes

rose quartz
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But im using the Mesh-> Render part but how can i call the other 1

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like hover item PostProcessVolume 1 and Select Item PostProcessVolume 2

sullen wraith
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ive made a new interfaced event reload blaster

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how do I add it

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like seen above

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but with the correct function

ruby robin
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Guys, is it possible to start a packaged project without render window? Just a console..

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I found out how to enable console for packeged build, but I can see the command to disable main window

undone coral
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Guys, Is it possible to save custom object via "Save Game to Slot" ? If so what is it ?

sudden agate
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@undone coral no you can'T

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you need to implement your own logic for saving/loading objects

undone coral
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So I have to do it using Structures ?

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Okay Thanks !!!!

sullen wraith
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how do i create a new graph?

whole quarry
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By clicking on New Graph?

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(Top left in de bp)

sullen wraith
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i mean i've got one of these

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and i want to duplicate it with a different name

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but dont know how to create these

whole quarry
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Custom Event

sullen wraith
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i dont think its custom event?

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"from reload rifle"

grim ore
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that is a blueprint interface event

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and the red thingy is a delegate

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so the question is what are you trying to do and where and why

sullen wraith
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trying to make a new blueprint interface event

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duplicating the rifle reload

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to blaster reload

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so need to have the renamed events

whole quarry
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why though?

grim ore
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to use blueprint interface events you must have that interface inherited. Do you have it in the class settings for that BP?

sullen wraith
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i have them here

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not sure about class for the bp :3

grim ore
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yeah I think there is confusion between us and you. You might want to look into how blueprint interfaces work?

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I mean if you are just trying to get them into the graph from the list you can drag them in or right click in the graph and type the name in to show up

sullen wraith
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im just confused :3

grim ore
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yep so are we

sullen wraith
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any chance someone could jump on screenshare for 30 seconds to help out with it πŸ˜‚ might be more clear

austere hinge
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Can we expose parameters for mesh from maya to unreal.. Like houdini expose parameters to unreal

cloud cobalt
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What kind of parameters ? You can have sockets exported, for example

austere hinge
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Like houdini for unreal.. We can almost do anything in houdini it will be updated in unreal.. Similarly is it possible with Maya

cloud cobalt
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I don't know anything about Houdini so

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Generally, static meshes don't have parameters

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That's all I can say

tall pendant
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Using HDA's with Houdini Engine is very different from whats possible with Maya live link tbh

austere hinge
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Yaa... Where it is appropriate to use houdini and maya in the level design according to u @tall pendant

tall pendant
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Maya live link is intended for animation use. While Houdini w/ Engine can be used for actual level design or getting interactive assets into ue4.

tawdry raptor
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How do we zoom in the event graph without a mouse?

manic pawn
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how do you do anything with that without a mouse?

worn granite
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trackpad

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Do not envy him at all

manic pawn
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oh

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I have the solution then

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step 1: buy mouse

grim ore
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according to the editor preferences -> Keyboard Shortcuts you can use the + and - keys on the numpad to do that, or you can change them

plush yew
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Hey

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Can anyone help me with why "Force Root Lock" Doesn't Work on my animation?

cinder anchor
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Hello all. Looking for some help. I have a static TV that is playing a media file. I also have a static glass ball that I wish to reflect the TV media. My current "sphere reflection capture" only sees the single build frame of TV the media file. Can I get the reflection to update at runtime? Another better way to do this? I need a quality reflection on this single object. Thanks!

frail beacon
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Hey I am currently working on my first game with a couple of friends, I have run into the limits of what my GPU can handle. I am currently using a r9 270x 2GB from 2014. I want to upgrade it what GPU do you recommend me buying? Do I need a lot of Vram of just a better GPU? I was looking at something like a 1060 6GB or a gtx 1070

manic pawn
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both are good

grim ore
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1050 works, 1050ti is better, 1060 is a pretty sweet spot, 1070 is whoo, 1080 is whoo hoo, 1080ti is whoo hooo baby, titans drain the wallet. pick the feeling you want πŸ˜ƒ

plush yew
grim ore
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Vram is useful for higher res or texture games but 3gb, which is what you find on the low end of most, is good enough for the basics. the speed of the GPU makes a bigger difference in the end. I can say I have a 1060 3gb and a 1080 whatever and both run UE4 well enough for me not to complain. I complain more about the CPU and compile times and the HDD and access times than anything lol

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Vram is useful for higher res or texture games but 3gb, which is what you find on the low end of most, is good enough for the basics. the speed of the GPU makes a bigger difference in the end. I can say I have a 1060 3gb and a 1080 whatever and both run UE4 well enough for me not to complain. I complain more about the CPU and compile times and the HDD and access times than anything lol

royal smelt
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I found my old recreation of my apartment from 2015

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Using UE4

plush yew
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that thing can hardly be called an appartment

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you might as well have been homeless

manic pawn
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wat

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sure it's small like a hotel room but how does that even remotely compare to being homeless

plush yew
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it doesnt have a roof

manic pawn
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you gotta click the link, there is more than one image

plush yew
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oh

manic pawn
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discord embeds it kinda crappy

plush yew
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oops haha

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ok thats more like it

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nice

obsidian nimbus
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lol

royal smelt
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It was a one-room apartment

rose quartz
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Do i have something wrong in this bp https://blueprintue.com/blueprint/5wyjk9h9/ because i set a variable from a other variable and then i set the old variable to null
BlueprintUE.com
anonymous
Update Hover
And i have it running in Multiplayer
Im getting the Selected Actor and set it to Hovered and when i press mouse button i want to Change the Hovered variable with the render to Selected Variable and hold the Render outline on the selected and so i can use the mouse and Hover over a other Actor to get a outline but when hover ends the outline goes away only from the Hovered and not the Selected Variable

steady hinge
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I'm setting up my npcs to wander around the map.

plush yew
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good idea, adds some activity

tawdry raptor
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can we import psa filesi nto unreal4?

inner laurel
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could someone please help me with glitch im having in UE4 games?

plush yew
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@inner laurel what is your glitch?

inner laurel
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can we dm?

ruby folio
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So I have a slight issue when trying to play one of my levels. Not worked on this particular map for a while. Its composed of streaming levels and works fine in editor, but as soon as i hit play (in editor) the engine just hangs. How would I start going about trying to find out whats wrong? It never picks up and I have kill the process

storm venture
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can someone name a game with level select

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a small game, preferably puzzle genre

zenith sable
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Someone familiar with Mixamo animations?

open lotus
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Yup

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Any question?

zenith sable
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Yea!

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I got this landing animation and I only really need that green one for the animation

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And it worked fine

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But then I got this standing animation

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and It hasn't given me it

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Im not sure why

open lotus
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There's not animation here :/

zenith sable
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Is it just that I have to download a different one?

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Like something is wrong with this one or

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is it something I did

open lotus
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W8

zenith sable
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ok

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Thanks in advance btw, I’m really inexperienced with 3D ,_,

open lotus
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So as I sed, there's no animation data there

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You should probably try to download another animation

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Or maybe tray to re-import it

zenith sable
#

I did both, I just tried another standing animation and I didn’t see that green one

open lotus
#

Just a question, is this your final manequin? Or are you going to use another character mesh?

zenith sable
#

Maybe I’m importing it wrong

#

This is my final one

open lotus
#

You did it well for the other so...

zenith sable
#

I’m using it and I have it’s textures too

#

Yea the other works fine

#

Ehm

open lotus
#

Ok nice because if you're inexperienced, using maxiamo animations with another skelleton can be a bit complicated πŸ˜„

zenith sable
#

Oh

#

I mean

#

I put the animation on mixamo and downloaded it on there

#

Then just importing the whole fbx

#

And using that skeleton,

open lotus
#

It should work fine

#

But if you whant to use another skeleton you'll have to add a root bone to your animations with maya for exemple

#

Before retargetting

hidden berry
#

Question; do i need still need multiple characters if i want too allow my characters to tranform into a different class character? Im sure you do, but i wasnt sure if there was a workaround or something

zenith sable
#

@open lotus yea but I’m not even getting the animation when I import it, it’s not even a problem of retargetting atm right ,_,

#

@hidden berry idk sorry πŸ€·πŸΌβ€β™€οΈ

open lotus
#

I'm not sure to get it all, but you can use a single skeleton/animation blueprint to animate multiple skeletal meshe

#

@zenith sable Have you tried with another iddle animation?

zenith sable
#

I’ll try tomorrow, I might be importing it wrong

#

I’m going to get some sleep I have to wake up early tomorrow

open lotus
#

Good night so ;)

zenith sable
#

I’ll ask again tomorrow if I have problems

#

Maybe you can help my nooby ass

#

@open lotus thanks so much man

open lotus
#

Man? XD who said that I'm a man :3

hidden berry
#

Interesting. The idea i had was everyone starts out as a default character, then it costs them something (either skill points or currency) to upgrade to different classes. Once they have them all unlocked, my next idea was too either allow the player too switch between (at cost) or even allow them to be a "super character" and transfer all the abilties with them as the evolve

open lotus
#

You can either create multiple character classes, or create a single one and allow some abilityes thanks to some variables

hidden berry
#

The only reason i dont want too just set abilities too unlock at certain levels like a tree, is because i think it would be too overbearing if everyone was the same character

#

Would multiple character classes be the same as multiple physical characters?

open lotus
#

I think that I don't get the question xD

#

I miss something :/

#

You mean multiple pawns?

hidden berry
#

So the reason i want too keep it down too one pawn is because i still dont fully grasp how too apply certain things to multiple pawns in some situations. So itd be alot easier to just have one pawn

open lotus
#

Yes you can, you'll just have to change the skeletal mesh used in the bp

#

And btw to apply thing to a pawn driven by the player, you should use the "get player controller" node then cast to the owner pawn...

#

Don't have a pc atm so unable to show you :3

hidden berry
#

Well sometimes that doesnt let me get the variables i need. For example last night , i was trying too figure out how too have an event construct bp apply too both of my characters

open lotus
#

And btw it's 03:00 in france so I think that I'll get some sleep ;/

hidden berry
#

Alright thats cool, thanks for the help though, i appreciate it

open lotus
#

Just copy paste nodes to both pawn event contruct x)

#

Np :3

slim ermine
#

how to make this look at the other side?

#

im lazy to mode full ship

grim ore
#

man how did we all miss this?

#

oh only I did. re: the paragon animation asset updates lol. carry on

slim ermine
#

there is probably a hot key for this or something

quaint bone
#

Is there a subsection for console development? PS4/Xbox?

grim sinew
#

No, and it's NDA'd so you can't talk about it here in general either

#

Nothing specific to consoles, at the very least.

dry trench
#

is there any decent system for storing large amounts of data for objects form similar to json but using the ue interface? I was using the Data Asset system before but every time I add a field it erases all data. I understand this may be an inevitability...if so i may just stick to json

inner yacht
#

Can a dedicated server game load and save game?

#

Or is database required or something?

upper heart
#

You can write/load from the dedicated server's filesystem. Or more best practice would be to use a database.

inner yacht
#

I'm kinda stuck on an MMO project

#

Thx for that

upper heart
#

np

inner yacht
#

Any free database sites

#

Lol

grim ore
#

mongo has a free mongo that you can mongo

#

and i am sure you could get an azure thingy from microsoft

dim arch
#

hey

#

I want to make a static background for a scene, whats the best way of doing htat?

#

basically replacing the default black void with a material, or do I need to use a mesh

#

also, anyone know why I have to rebuild 200+ shaders when I change 1 parameter on a radialgradient node

grim ore
#

check out the infiltrator demo they have a setup with a background you can look at to see how they do. Otherwise you could use something like a sky sphere setup

dim arch
#

hmm ok thanks

dire storm
#

anyone know of any super secret price drops in PC parts coming soon? I've got a 1500 rig I've been building online but I haven't the courage yet to push the buy button πŸ˜ƒ

dire storm
#

Right now I'm slapping together Asus Prime x470-Pro with Ryzen 7 2700x, EVGA GTX 1080 ACX, 16GB DDR4-3000mHz. I'm hoping that should be a pretty solid build for UE4 projects for about a year. Probably need more memory for larger project no? Anyone have experience with Ryzen processors. From what I've read they are very nice at multitasking and rendering for blender/maya

#

Right now I'm on a damn potato. I opened the kite demo and my computer screamed out in pain before it froze in terror. Feels2013man. Time to take her out to pasture

grim ore
#

all of that seems fine and 16gb is good nuff for most things

#

nothing really seems bad about it and I would say you could get a couple years from it if aiming for 1080p stuff

dire storm
#

I'm surprised I couldn't find any case studies on youtube for AMD processors and UE4. Basically comparing performance between amd and intel for game dev stuff.

grim ore
#

Make sure you don't get a mechanical drive for normal use, it's fine for like storage but don't skimp in the SSD

dire storm
#

I have a 500gb samsung NVME drive for that motherboard and 1tb ssd with 4 tb HDD

grim ore
#

shuold be good then tho 500gb will feel cramped beleive it or not, unless you don't game or keep multiple large projects loaded

dire storm
#

I just learned about NVMEs like 2 days ago and was immediately like "oh wow... "

storm venture
#

sorry to interrupt, whats preferable, a main menu background being in-game panning of scenery, or being a prerecorded video of in-game panning of scenery

grim ore
#

the pre rendered will eventually be low res as resolutions increase, plus resolutions increase so it might need to be stretched or not fill the screen/cut off

#

in game would be resolution independent but might not be as high quality if you are going for that cinema feel

#

so pick your poison basically. I would say most games go for in game at this point due to rendering quality being able to match their desired look in real time now

#

that or you go with something like a pre rendered motion background, like a flag waving or something, just to take up space and keep it from looking bland

#

At this point for amd <> intel I really don't think it matters for comparable chips. The IPC are getting pretty close and once you get to a ton of cores and threads your good with either one in most productivity. Most of the annoyance will be on other stuff like HDD access times

dire storm
#

yeah

#

They are pretty close

#

I want AMD to give intel some more competition so I'm putting my money with them

grim ore
#

for my next upgrade in a year or two I will go with whatever gives me the most cores for the price range I want to spend

dire storm
#

I know the intel chips out perform the amd chips on single core operations pretty badly

#

but multi core goes to amd right now and since I have multiple programs open all the time doing all kinds of random stuff I think AMD was my best choice

#

the evga 1080 I'm getting seems like off to me... its got really good reviews (tons of them) and its significantly cheaper then alot of the other 1080s... I was gonna get a 1060... Originally I wanted to keep this rig around 1k

#

but that won't even run current gen games on any type of higher settings and is already outdated

grim ore
#

yeah I guess then at what point does single core matter anymore

dire storm
#

I'm really curious if theres gonna be another price drop on the 1080s soon or if they are priced aggressively right now because of the back to school stuff and I need to hurry up and grab it. Seems like everything on the market is pretty well priced at the moment

grim ore
#

There probably will be a price drop once the next gen comes out for sure

dire storm
#

my last computer I think the processor and graphics prices dropped by 300 dollars one month after I bought them. I remember looking at my rig in the cart and it was over 300 cheaper 1 month later because of sales and price cuts..

grim ore
#

I went with my 1080 when they first came out and I paid retail and I never regretted it. It's still going strong in most games

#

honestly your never going to get a good deal on a video card unless you buy last gen

dire storm
#

yeah

grim ore
#

but at this point the 10x0 series is just really strong for what you buy

plush yew
#

i just look at the passmark ratings for price to performacne on stuff. i never got the highest end stuff even when i was devving. from that chart there it seems gtx 1060 is most optimal

#

only time i treated myself was buying a i7 5960x cpu, and i guess i dont regret it that much, but it was $1000 lol

dire storm
#

I'm starting to work on a budget build that might just top out on a 1060

#

even at 1060 would be significantly better then my 2013 card

plush yew
#

you should sell your old card on ebay or amazon. that's what i did.

#

it worked. i was able to recoup a ton of cost

dire storm
#

only problem I have with 1060 is its not really supported at all for SLI... I was considering just getting a graphics card then 6 months or a year in slap in another one for an upgrade

grim ore
#

Ive got the 5820k with the 1080 desktop and no complaints in anything but WoW but that game just runs horribly lol. the laptop is a 7300hq with a 1060 and the only complaint is I wish it had more cores and hyperthreading. cores + HT is sooo nice in UE4

dire storm
#

after looking at all the comparison charts and whatnot for the last 48 hours I convinced myself 1080 was the way to go @grim ore

grim ore
#

I would so make sure a machine has HT before getting one now and it's nice to see even the new 8th gen I3's hae it

dim arch
#

my engine keeps crashing when building materials, any idea?

#

trying to change a material type to unlit and it freezes

leaden garnet
#

Sounds strange

plush yew
#

look at that performance cost

#

and ryzen 7 is only like 300$ lol it is as good as my current $1000 cpu :X it will render well for unreal i am sure.

#

@dim arch sounds like some kinda intermittency issue try restarting the engine or source building a more recent version maybe? not sure though. could be some kinda corruption in your project as well.

dim arch
#

I have a fresh OS with a gtx1080 but it is locking up

#

I restarted it yeah, and the project is a 4.20 template with minimal changes

plush yew
#

did u update to 4.20.1 yet

dim arch
#

ya

#

4.20.1 my bad

plush yew
#

well are ur graphics drivers up to date? did u install windows update?

dim arch
#

it just seems to have issues compiling basic shaders

plush yew
#

all pre reqs for ue should be installed as u know

dim arch
#

yeah

#

I just installed max2019 and now its bugging out

plush yew
#

im still on max 2017

#

could be the max install then, might need to roll that back :x

grim sinew
#

Not sure how max would impact unreal

#

4.20 isn't the most stable version around, it could just be a bug

dim arch
#

yeah

#

well idk I installed max and now every few minutes my system sound plays an error cue

#

and my shaders arent compiling

#

shader isnt referenced on any object, when I try to build it, it's freezing and not starting shader compile thread

grim sinew
#

Clean out intermediate and DDC?

dim arch
#

Ill try that, where is the DCC file?

grim sinew
#

Appdata

dim arch
#

4.18.3 seems to be able to build just fine

#

ok thanks

#

no luck ;/ still freezing

dim arch
#

anyone know how big the unrealengine repo is?

sinful umbra
#

idk

#

prolly around 200 MB

dim arch
#

gonna build 4.20 see if it fixes the compile error

cursive dirge
#

@plush yew you actually suggest people having issues with the binary version to switch into source version? :)

#

That's like asking for more trouble with way longer compilation times, more things to break and no benefits (unless you need to use modified ue4)

plush yew
#

lol yup. launcher version didnt work for my game

#

soon as i upgraded to the source version like all my issues went away

cursive dirge
#

Heh, nice troll

plush yew
#

i dont see how people can use the launcher version, without code plugins the games just arent as powerful

#

you take a long time to type πŸ˜› lol jk

cursive dirge
#

Yeah... Since cant have code plugins in the binary/launcher version?

#

I'm on mobile, always need to correct mistakes

plush yew
#

yup you gotta source build for advanced sessions

cursive dirge
#

Ok, that confirms what I said earlier

plush yew
#

what did u say? lol

#

you have to have code plugins only in the source built versions? yup you do

cursive dirge
#

That it was a good troll:D

#

No you dont

#

If you want custom plugins, you only need a c++ project

plush yew
#

yea i didnt do that lol i had a BP project

#

wait what do u mean by "troll" lol i'm so lost here

cursive dirge
#

Or if you insist on having bp project, sure you can rebuild the whole engine (to get the plugin on engine side) but that's totally backwards thinking

#

Considering how much more pain working with ue4 source builds is, I feel anyone suggesting them over launcher version without any good reason has to be just teasing people

plush yew
#

no way dude, it's good practice to get into source building. it was crucial for my game dev pipeline and for server builds.

#

my advice is my advice, i've helped hundreds of people on here. they can take it or leave it πŸ˜›

#

not to mention made dozens and dozens of friends im sure i'll keep well into the future

cursive dirge
#

It is a bad advice though

plush yew
#

and my game is not a "troll" or "fake" it's real lol

#

no it's good practice to get into VS 2017 source builds for games. trust me . lol

cursive dirge
#

I'm here to correct people from spreading misinformation

plush yew
#

i disagree with you.

#

sorry lol

manic pawn
#

compiling a source build takes forever so why on earth would you do that if you don't have to lol

cursive dirge
#

I've done source builds since 4.0, it's not like I just talk here to disagree with people. Simply wanting to use code plugins is a terrible reason to use custom builds

#

@manic pawn because it's a good bait for new and clueless users :D

#

They need to learn pain too

plush yew
#

that guy had an issue with his graphics card and he actually got a new one

#

he DMed me saying thanks so much for your help after, something i've grown used to hearing πŸ˜›

#

plus you need to source build for dedicated servers / server builds. with a server binary. so it's good practice to begin understanding the pipeline for VS 2017 early.

manic pawn
#

you won't need that until you actually go make a server build though

dim arch
#

is there any way to utilize more cpu power to the shader compiler?

manic pawn
#

it already uses all

plush yew
#

@dim arch is your materials still not building?

dim arch
#

its using 15%

#

ya

#

still wont compile

plush yew
#

did u try refreshing max?

#

like rolling back?

dim arch
#

I dont think its max

#

but the max install bugged out my os

cursive dirge
#

If you actually NEED to modify the engine, fix bugs, do custom stuff, you have to build from source, or have that rare case you actually need dedi servers, sure you dont have a choice, but simply switching to source build without any of those reasons is beyond silly

dim arch
#

the shaders build on 4.18 but not 4.20

cursive dirge
#

You are just making yourself wait for countless hours for zero gain and need to do more troubleshooting

#

It is a super bad advice

manic pawn
#

having to modify the engine sucks, because then either team members with weaker pcs have to spend hours building it or you have to spend hours uploading it :v

dim arch
#

you could build a project from source because you may want to modify it in the future

plush yew
#

@dim arch yeah since you are already on 4.20.1 it seems funny that that happens on ur machine

#

are u using win10?

dim arch
#

yes, they were building earlier but I changed the material domain of a material to be used in a widget

#

after that they stopped compiling

#

I deleted the widget and material but its still broken

obsidian ore
#

what could cause shadow casting on a dynamic directional light to be disabled when i start the game? (it works while editing)

plush yew
#

i remember when i deleted something from a struct in UE earlier it forced referencing errors

#

it coudl be a bug - you might need to re-do your materials possibly. do u have a version of ur project before u changed the material domain?

#

like in SVN or something

dim arch
#

nope

#

I should prob make a local repo for the project

#

since its pretty difficult to roll back changes

plush yew
#

yea

#

u want my guide on that?

#

it might help u

dim arch
#

its ok I will do it later

#

thx

plush yew
#

k

#

yw

#

hey bacon. lol

steady hinge
#

Anyone have any ideas on how I should go about something like having the player rotate the mouse around the interface to 'wind it up'...

like a fishing pole type thing...

I don't even know how to describe this, lol.

plush yew
#

oh like rotate around a central point to increase magnitude?

steady hinge
#

I'm just playing with different interface ideas, and this particular one is...

zero rotations = most passive choice
one rotation = slightly passive choice
two rotations = slightly aggressive choice
three or more rotation = you punch someone in the face

#

I'm just trying to work in some different tactile feedback to get the player into the feel of the choices they make.

plush yew
#

it would be similar to what i mentioned earlier with the trig thing

steady hinge
#

I was thinking like when you do a 360 degree rotation of a joystick, but with a mouse in this case.

#

Well, that one isn't working yet.

plush yew
#

you just gotta increment the angle value there based on X and Y. keep adding to angle

steady hinge
#

I got to the point where the blueprint was recording the angle between the mouse and the center point, but then I got bored of it and started programming the AI to talk around and stop to talk to the player character.

plush yew
#

lol

#

that's creative license for you. getting bored and moving on πŸ˜›

#

i do that all the time

steady hinge
#

I was going to program the AI to stop check his/her cellphone and get in the way of the other AI that is walking because AI just doesn't give a shit.

plush yew
#

is your game source built?

#

or u just use launcher

steady hinge
#

I don't even know what that means.

plush yew
#

when u built the game from the github source

steady hinge
#

I didn't build the game from github anything...

plush yew
#

source built engine and then source built game

#

u havent used it before?

steady hinge
#

Sounds like some programmer crazy talk to me.

plush yew
#

well its good to know.

cursive dirge
#

don't go for the bait

#

he's trolling like no tomorrow

steady hinge
#

I'm not smart enough to understand that kind of stuff.

plush yew
#

are you talking to me @cursive dirge

#

?

#

because i am getting a little offended here..

cursive dirge
#

you literally never want source builds unless you need to modify something from the engine side (or need to build dedi servers)

plush yew
#

show some respect

cursive dirge
#

@plush yew I'm just correcting your advice

plush yew
#

be respectful to me or i have no problem reporting you.

#

thanks

cursive dirge
#

it's bad practice, especially for people who don't know why they do it

steady hinge
#

I just want to get 2 or 3 little blueprints working, and then I'll spend the rest of my time making beautiful butterflies and waterfalls and lens flares...

plush yew
#

you are being sarcastic with me and calling me names, when i am giving people my advice. and talking amongst friends.

cursive dirge
#

sure, good luck on that report, I'm not the one here trying to fool people doing crazy stuff

plush yew
#

i can assure you i have worked plenty hard and enjoy my time here and don't liek to be downtalked

#

and i have dozens of friends on here. thank you.

cursive dirge
#

this isn't a popularity contest

#

people come to this channel to get help

#

if someone gives uninformed advice, it's good that users who spot that correct those

plush yew
#

exactly, and i have helped a lot of people. and made friends. my advice is one thing they can do if they like.

cursive dirge
#

so misinformation doesn't spread out

#

simply switching to source build will not fix a single issue alone, it just makes everything on your pipeline more tedious

plush yew
#

well it's how i went about building my game. if the user doesnt know how to source build and he gets to needing to make a server what is he even going to do

cursive dirge
#

then he switches to source build

#

but then such user has a good reason to

plush yew
#

through a lot of tribulation

#

plus it was just the way you were calling me names and stuff. it was targetted.. :/

#

not cool man

cursive dirge
#

you are saying here that people should spend hours of time every time there's a new engine version to build from sources and get all the pain on getting longer project compilation times along the process, just so they know how to build engine if they need dedi server sometime later in the future (which 99% games people make here do not)

plush yew
#

if you have an opinion on something be like " oh i think he should just avoid doing it with source builds goth, because then he would take a long time building it"

#

dont be like "dude you're a troll"

cursive dirge
#

it's super bad advice and not cool that you keep spreading such information

plush yew
#

that's my advice for you on how to GIVE advice lol

#

honestly i can kind of understand how it is a time consuming thing to do.. but you are really rude and offensive when you try to talk to people

#

lol seriously

cursive dirge
#

I'm not here to make friends, I'm here to help others not making same mistakes I did

plush yew
#

i would be remiss if i ever called someone on here any name at all, like "troll" or "whatever"

#

im here to make friends man. and make $$$$ from my game.

#

and i come from a wealthy family, so i'm not used to disrespect.

#

no offense

cursive dirge
#

again, this isn't a contest

plush yew
#

no problem. have a good day.

cursive dirge
#

you don't have to prove yourself to others here

cloud cobalt
#

Calm down guys

cursive dirge
#

[9:31 AM] gothicserpent: and i come from a wealthy family, so i'm not used to disrespect. what does this even mean? your family got wealth so you need to be respected more?

#

that's kinda bs you know πŸ˜ƒ

plush yew
#

honestly i shun people that show off money.. but you offended me so i felt i had to defend myself somehow

#

i'm not some crazed guy in a chat room spreading false information lol

cursive dirge
#

but you are

plush yew
#

im genuinely trying to learn the engine and i feel its like co workers with you guys

cursive dirge
#

you are literally telling people to do things they shouldn't

plush yew
#

then when one of my co workers as i think of you calls me names it';s so bad

cloud cobalt
#

@plush yew if you give incorrect advice you'll be corrected, that's par for the course

steady hinge
#

I have a variable in my Widget that will open up a dialogue option if an event is set to true.

I am storing these events inside the player character.

I can cast the player character and pull the value from there.

However... I'm not sure how to go about checking the variable. Of course I could just set up a section of blueprint that checks "is character 'flag 1' set to true? and then continue that for all other 100 some variables in my game... But that seems like a bad way to do things...

plush yew
#

@cursive dirge i can understand how source building is difficult for new users. if you think my advice to like the (2 or 3) people i told it to who had issues that may not have been related then go ahead and tell me yeah i mean maybe it's the wrong solution

#

the vast majority of people i told were actualy trying to build from source or wanted to know how to do it

cloud cobalt
#

Build from source if you want dedicated server

plush yew
#

i have one

cloud cobalt
#

Or if you actually want to modify the engine

#

That's it

cursive dirge
#

I listed the reasons already, like twice or trice

cloud cobalt
#

In all other cases get the prebuilt

cursive dirge
#

but simply doing that for sake of having random issues on launcher version will not fix anything

plush yew
#

@cursive dirge you said you source built from 4.0? why would you be so against it then lol

cursive dirge
#

unless you actually fix the engine code that causes those issues but that was among the listed acceptable reasons

#

@plush yew because I've wasted months of my time on doing it

plush yew
#

you seem like you're just targetting me or something. you got me in a adrenaline fueled state over here i am upset 😦

cursive dirge
#

don't get me wrong, if you make a serious game project with ue4, it's very likely that you need to modify the engine sources, then you have no choise

cloud cobalt
#

@plush yew Then calm down a bit

cursive dirge
#

I'm not targetting you as a person, I have no reason for that

plush yew
#

k

cursive dirge
#

I just don't want new users doing crazy stuff for no good reason

#

basically the risk in that is that they get frustrated on the whole process and give up as it's so tedious

cloud cobalt
#

And realistically, moving to source build is never going to fix any bug

cursive dirge
#

^

plush yew
#

well, i can see how users are slightly impatient or new and want to get things quickly.

cursive dirge
#

then you use launcher version

#

as it's way faster

plush yew
#

i can assure you the creative process is a long and arduous one.

#

to compete at high levels, even in indie games.

cloud cobalt
#

It doesn't need to be made worse

#

For what it's worth, our game hasn't ever been on a source build

plush yew
#

@cursive dirge i think you just need to be a bit more respectful and not call people names. that's all i'm saying πŸ˜ƒ i can kind of understand some of what you said, still i think that knowing certain pipelines is very important to a full understanding.

#

that's all i am saying here.

cloud cobalt
#

For small indies with a reasonable scope, needing to build from source is a red flag IMHO - probably trying to bite more than you can chew. You won't need dedicated servers with your 4 online players

plush yew
#

im surprised you have never used a source build Stranger

#

never gotten into servers yet?

cloud cobalt
#

You don't need dedicated servers unless you have tens of thousands unit sold

cursive dirge
#

that's like 1% or less of the games built in UE4 that need dedi servers

#

probably less

dim arch
#

anyone use incredibuild?

#

I think its may be why my shaders arent building

plush yew
#

i already have a ded server

steady hinge
#

Never heard of it, Toku... sounds scary.

plush yew
#

it might be a bit lagged, but that's due to some code issues i can easily fix, don't worry

dim arch
#

Its some build tool which is bundled with the VS Gamedev install

cursive dirge
#

basically the core reasons why small indies usually don't do dedi servers are a) there's not really big enough playerbase to have even constant online games available b) if there's high enough playerbase, dedi server hosting costs are a real concern

dim arch
#

apparently its required for mobile builds but its fucking up my shader compilations (possibly)

steady hinge
#

I don't understand any of that Visual Studio stuff... I am surprised I even got the thing installed in the first place...

plush yew
#

@cursive dirge not true.. t2.micro is free for ayear for small teams of beta testers..

cloud cobalt
#

It's not required and it's not used for for shaders @dim arch

manic pawn
#

dedi servers are nice for players to be able to host themselves though

dim arch
#

ok

plush yew
#

@cursive dirge i dont think you understand that developers need to practice their own pipelines and get stuff tested first. using listen servers only is a great pathway to a ton of lag...

cursive dirge
#

many hosters have free tier for small CCU

manic pawn
#

it actually might be used for shaders

plush yew
#

taking the easy way out in your projects will net you less revenue.

dim arch
#

@cloud cobalt Any idea why my shaders arent building in 4.20 but are in 4.18?

manic pawn
#

I think xge shader compiling is on by default now if the controller is installed

cursive dirge
#

player hosting is a good reason

#

but you'd again, need a popular game for that to pay off

cloud cobalt
#

@plush yew You have to realize that you are yourself very arrogant here, since you were talking about respect

cursive dirge
#

if you go in the indie market, you have to be realistic what you are against

dim arch
#

iv tried building with and without incredibuild agent

plush yew
#

well i am just stating that dedicatred servers are a thing right now..

cloud cobalt
#

Knowing your game won't have 50 online players isn't "the easy way out", it's knowing your market

manic pawn
#

players hosting servers is a good way for a not dead but also not super popular game to run for basically free

cursive dirge
#

dedi servers were more of a thing 10 years ago than they are now

#

now you mainly see them in highly competitive games

plush yew
#

so you think listen servers are more popular than dedicated servers for games that make high revenue?

#

is that what you're telling me?

cloud cobalt
#

Actuaklly yes

#

But it's not what we're saying

#

What I'm saying is, your game won't make high revenue

cursive dirge
#

also, it would be good to have some alternative to dedi servers on indie games, basically you'll have to pull the plug eventually, so that's when your games online mode dies

#

if it's player hosted by design, random players can still make a game

plush yew
#

I expect the game to do fairly well Stranger..

cloud cobalt
#

You shouldn't if you're serious about it

plush yew
#

No i do

manic pawn
#

everyone expects their game to do well

plush yew
#

well i've worked hard on it.. so yea

cloud cobalt
#

The median indie on Steam sells less than 1000 units

#

Let that sink in

cursive dirge
#

tbh, his game is super niche genre

manic pawn
#

everyone else has also worked hard on theirs πŸ€”

plush yew
#

do you have a game?

cursive dirge
#

it might be hard to find the audience

plush yew
#

do you guys, who are giving me advice, have any like games or anything

steady hinge
#

I don't. I am trying to make a very bad game, Zeblote.

cloud cobalt
#

Yeah, shipped game on Steam

#

And another one before that that was free and more of a fun project

#

Also working in the industry

plush yew
#

could you DM me the title so i can see the quality level? i am just curious

cursive dirge
#

and yet another measurement contest, this place isn't really about comparing your merits πŸ˜ƒ

cloud cobalt
#

It's not, but since we're ask to justify ourselves 🀷

cursive dirge
#

if you hang out here long enough, you'll know people who give solid advice and who do not

plush yew
#

Olento i'm pretty close to just blocking you.. πŸ˜›

cloud cobalt
#

lmao

#

Please do that

plush yew
#

ok

#

lol

cursive dirge
#

that would solve things

cloud cobalt
cursive dirge
#

I've had to keep opening the blocked messages for last 30 minutes already

#

@plush yew I don't even use UE4 nowadays

plush yew
#

i didn't really block you

#

i'm just upset 😦

#

sorry

#

i hate fighting

cursive dirge
#

well, I do maintain gameworks forks and my custom physx mods for ue4 on github

#

but that's more of a side project

plush yew
#

im sorry

#

@cloud cobalt looks cool i like the weapon targetting UI

cursive dirge
#

in servers like these, it's better to try not to take things too personally, people come from very different places and use the engine with different aims

#

it's not likely that every user has same goals as you do

steady hinge
plush yew
#

i take everything personally lol

cursive dirge
#

so this is also why you should target the advices accordingly

#

once your game is out, you'll be facing a lot more harsh critics

plush yew
#

you know what man

#

i love what i do

cursive dirge
#

you need to grow thicker skin if you plan to release and actually communicate with your playerbase

cloud cobalt
#

Yeah, early critic will be "worse game I've ever played" - guaranteed

plush yew
#

i just wana be happy thats all

dim arch
#

looks nice @cloud cobalt

plush yew
#

doing creative stuff

cloud cobalt
#

We actually asked our early testers if the game was fun

#

Resounding no

#

So the point about dedicated servers is, most indies will never get press coverage or huge sales. Let's say you're in the successful range with a 10,000 sales game, which is really not bad, 10x the average, and more than I expect to make myself.

#

You've got yourself 100 online players at launch - probably less than 20 a few months later. Even in that range where you might be sitting on house-buying money levels, it's not enough to have game types with like 10v10 players

#

If you do get 10,000 sales it will probably take a few months, too

#

You need to plan for that

#

How does your game work if you have 3 online players ?

#

Or one ?

plush yew
#

i am planning to sell the game at a low price

cursive dirge
#

even if your game sells for 100k units, it's not any guarantee that you got online players few months after launch

#

I could list many games that had that happen

plush yew
#

so i am hoopeful that will help too

#

well

dim arch
#

looks nice @cloud cobalt

#

gaming is pretty dead these days

plush yew
#

my game works in the way that i have up to 8 players in a ded server rn

#

so its really for beta rn

cloud cobalt
#

The point here is that you can't plan for any number of online players at all

plush yew
#

i can add an option for listen servers once it is live i think

#

i have the code in there still

cloud cobalt
#

Here's a story - some of my friends, working in the game industry, quit their job, set up a studio, worked for a year on their game. Multiplayer only, 4 players required. Know how many units they sold ? 50. Literally no one who bought it can even play it.

#

Plan for that, too.

cursive dirge
#

year is a really quick turnaround btw πŸ˜„

#

usually, especially if you do indie stuff, these things take more years than we want to admit πŸ˜„

cloud cobalt
#

Four years for us 😱

plush yew
#

@cloud cobalt well yea that happens. i am sure they learned from the experiecne thoguh.

cursive dirge
#

but yeah, if you have investors and stuff, you need to have more strict timelines etc

plush yew
#

i was in the film biz for 7 years as a hobby (didnt need to be) i wanted to make a cool movie. no studio ever made a deal with me

#

so i am making a game now and i like it more.

cloud cobalt
#

They did learn @plush yew - never ever do a MP-only game as an indie

cursive dirge
#

πŸ˜„

plush yew
#

4.20.1 and all.

cursive dirge
#

you can look what happened at the Lawbreakers too

cloud cobalt
#

lmao, Lawbreakers is going to be legendary in gamedev circles

cursive dirge
#

really experienced industry talent made a new studio focusing on online games and failed miserably

dim arch
#

most people make games they want to play

plush yew
#

the way i look at it is

#

it's important to try

dim arch
#

game developers have a different taste to the general public

plush yew
#

things fail all the time but if i never tried to make it i would never know.. then there would be no hope

cloud cobalt
#

The best course of action is to try stuff that has a shot at reality

cursive dirge
#

look, it's good to have faith in your project, you will not get through it if you don't, but in indie space, you need to have really strong single player

#

there are only FEW successful online only indie games out there

cloud cobalt
#

Like if you want to make a game for the OUYA, well, I've got news for you...

cursive dirge
#

like we can count them with fingers of our hands

#

and even those are not as niche genres than yours

plush yew
#

i am lucky 6dof is kind of a niche

cursive dirge
#

so, it's good to do some market research, and put efforts on parts that are most likely used on your game

dark depot
#

^

plush yew
#

i did some research - but only on sales so far

cursive dirge
#

niche isn't always a bad thing

#

it means less competition usually

#

like, doing FPS game on todays market is horrible idea usually

plush yew
cursive dirge
#

that is, unless you got some really unique twist on it

plush yew
#

i was doing a cost analysis there of UE games

#

on steam

dark depot
#

that is not indiegames tho

plush yew
#

trying to figure what price points to use

dark depot
#

avg indie is less then 1k

#

if that

steady hinge
#

I did some market research, then thought to myself... 'fuck these people' and then made the opposite...

plush yew
#

yea the 9.99 one is skewed

dark depot
#

all of them are

cloud cobalt
#

Price point is basically about your game's length & quality

cursive dirge
#

^

plush yew
#

i was gonna price it at ,99cents for a while

cloud cobalt
#

Don't

dark depot
#

there is no true way to get sales data from steam

steady hinge
#

If it is too cheap people will think it is just some crap.

cursive dirge
#

I feel that if the game has quality, 15-20 price range is fair

dark depot
#

^

manic pawn
#

why would you want to release a thing that you think is worth less than a single dollar

cursive dirge
#

I never buy indie titles under 10€

#

or it then has to be on sale

manic pawn
#

it's like announcing "here I made garbage pls take it"

dark depot
#

also if you release to low you can never have a sale

cloud cobalt
#

$1 means to me "less than shit mobile port you'll be done with in 30 minutes"

dark depot
#

like if you think it should be 5 sell it for 10-15 then have a sale etc

cloud cobalt
#

Even $5 signals shit

cursive dirge
#

$1 market is kinda different tho

cloud cobalt
#

$10 is the bare minimum I'd even sell a game tbh

cursive dirge
#

I'm sure there's it's own marketspace for games like that

#

otherwise all those shoverware titles wouldn't do it

plush yew
#

i was first gonna price it at $9.99 but people were telling me people wont buy it if its too expensive

dark depot
#

on pc i think anything under 8 is just a mobile port at first haha

plush yew
#

and from an independent

steady hinge
#

I don't think people would buy a 90 minute game for $10...

plush yew
#

i might do like 4.99 maybe, dunno if i can go higher than that though

cursive dirge
#

put 10 bucks but make sure your game is worth it

dark depot
#

the good thing about being too high is it can come down to low and your stuck

cursive dirge
#

don't dial down the price and make the game crappier

plush yew
#

well it will be once i finish my singleplayer campaign

#

i agree that single is important so i m working on that

cloud cobalt
#

Here's the thing

#

Price is very much psychological

#

Like it's a well researched thing

cursive dirge
#

@steady hinge I think I paid 20 bucks for Limbo on release

steady hinge
#

How long was that?

cursive dirge
#

never regretted that

cloud cobalt
#

No Man's Sky, for example, was sold for $60

#

Signaling "this is AAA"

#

Well, it wasn't - it was a $30 semi-indie game with a chill experience

dim arch
#

guize can someone pls assist me with my problemo

cloud cobalt
#

Regardless of whether you like the game or not it just wasn't $60 material

steady hinge
#

I would if I could.

dim arch
#

my shaders wont build in 4.20.1 but they were building earlier

cursive dirge
#

@steady hinge hmmm, steam says I've played it for 4 hours

steady hinge
#

But I'm not very smart, Toku.

dark depot
#

what do you mean toku

languid shard
#

@steady hinge Limbo is around 2 to 4hours depending on how fast you solve the game

cursive dirge
#

can't remember if that's one or two playthroughs

plush yew
#

@cursive dirge i tried DMing u saying sry lol

#

πŸ˜›

languid shard
#

I've speedrun it in an hour or so once

dim arch
#

if I modify a material it recompiles the shaders except they dont move and the engine freezes

#

and the output log shows nothing

#

and CPU usage is at 0%

#

so it isnt even building them

dark depot
#

does task manager show a shader compiling task

steady hinge
#

I am estimating my game at about 90 minutes... but I guess we shall see when I finish getting it all working.

dim arch
#

thanks @steady hinge appreciate the effort

#

no @dark depot

plush yew
#

@cursive dirge can we be friends again?

steady hinge
#

There isn't much to my game once you go through the story... there are plenty of alternate paths though, so maybe people will replay it a second time.

dark depot
#

hmm idk if on binary build verify engine or delete intermediate folder maybe?

cursive dirge
#

@plush yew no worries, I didn't mean to offend you either

plush yew
#

ok im sorry

cursive dirge
#

but I'm still not here to make friends πŸ˜„

plush yew
#

i was really mad lol my face was red

#

lol

dim arch
#

deleted intermediate and DDC

#

in userdata and the project folders

plush yew
#

@cursive dirge i was looking at my computer screen like a wolf ready to pounce lol i get like that sometimes. im sorry dude

cloud cobalt
#

@plush yew Seriously though, work on your patience. A great way to kill your game is to have a bad review - like dishonest bad lying about your game - and losing it in public

#

Which happens

plush yew
#

ik

#

anyways.. lol

#

did it work yet Toku?

dim arch
#

yeah looks like it uses incredibuilt shader compilation by defaulty

#

and the vs install doesnt have a license with it

#

so I installed VS2017 w/incredibuilt which didnt include a license

#

and it tries to build with it in 4.20.1

plush yew
#

ah

dim arch
#

also may be an antivirus issue

#

but my freaking av is in chinese so I cant find the files to whitelist -_-

somber condor
#

Hey, I was just checking all the built-in plugins in ue4, and saw this "Media Framework Utilities" ... how does it help as I couldn't find any docs to explain it ?!

plush yew
#

@somber condor it says it's "utlities and actors to ease the use of the media framework"

somber condor
#

@plush yew lol I know but what actors exactly ?!

plush yew
#

i think its some kinda addon to use that base functionality

steady hinge
#

I got my slider bar changing color based on how full it is when I scrub the slider.

plush yew
#

@steady hinge cool

steady hinge
#

I'm just trying to visually represent in the interface that you are about to make an aggressive choice.

plush yew
#

my health bar flashes red when the player is low shields

#

makes sense for visual feedback

steady hinge
#

I am currently just trying to make some better dialogue wheels.

plush yew
#

@steady hinge just gotta have a check for the total percent value

#

if you wana map them to like a more and more red color though, i would recommend just opacity shifting in a red entity

#

don't do it like where you map 4% to red 12% and 5% to red 14% or anything. you probably already know that πŸ˜ƒ

#

just gotta have two keyframes for it

steady hinge
#

I used a lerp...

ruby folio
#

@slim ermine Scale on X or Y -1

steady hinge
plush yew
ruby folio
steady hinge
#

What's a blender?

plush yew
#

lerp can work too

dim arch
#

ok fixed it

#

it was incredibuild

ruby folio
#

@steady hinge Wut?

steady hinge
#

I was just asking what a blender is.

ruby folio
steady hinge
#

Now I just have to set the text choices to highlight based on the percentage of the slider bar. Should be simple enough.

plush yew
#

@steady hinge i like how you're walking through everything lol

steady hinge
#

I just fake my way though this shit.

plush yew
#

does it ever get tiring

#

haha

#

i still like gamedev actually

steady hinge
#

Faking my way through being a concept artist was harder...

#

Being a writer, that part wasn't too hard.

plush yew
#

dude as long as you're trying

#

i have a friend here. the_tubby1. he was struggling for a while to make his game but he's so talented.

#

i was giving him positive advice to keep working on his game

#

im sure you're past the struggling part, and are already doing it like a day to day thing

#

so it's good you're continuing to work at it πŸ˜ƒ

steady hinge
#

I was an environment artist back when I worked on games seriously. I usually ended up being the guy that did all the shaders, particle effects, lighting, post process, and the small environmental animations.

I didn't spend a lot of time doing 3d models and stuff even back then... But I still feel more at home 3d modeling than trying to play programmer.

plush yew
#

you're using bp only?

ruby folio
#

You should look at blender then

steady hinge
#

At one point I was just making skydomes all day every day... making stars twinkle, lol. My greatest achievement in games.

#

Blueprint only as in not using C++?

I haven't used any C++ yet in this project. I'm not very good at it.

plush yew
#

same

#

i use mostly bp

#

its intuitive, visual scripting, right?

steady hinge
#

A lot of it is, until you have to start trying to communicate between different blueprints...

Once I get back to my normal computer I will probably do some more environment stuff.

plush yew
#

@steady hinge i usually use interfaces for that - but i will need to begin switching some of my damage doers to apply radial damage for my pawns for splash damage

steady hinge
#

I decided that I am going to keep the blueprint that feeds the variables to the conversation widget inside each individual npc.

However, the player character is going to hold a list of simple bool variables for when certain events are completed or certain knowledge is gained.

So inside my data table I have a row that I fill out if a certain bool must be true for this dialogue option to show. However, the only way I have found so far to check for that, is to have the dialogue widget check for every variable...

I'm not sure if having the widget blueprint check through 100 different bools every time a new dialogue is opened is such a good solution...

#

But it works...

plush yew
#

@steady hinge btw if you are using data tables in UE you can import from google sheets as a CSV - you probably already know that though

#

im doing that for an audio mixer im trying out

steady hinge
#

The data table interface in Unreal however lets me put in the audio file and the dialogue color and all that fun stuff though.

plush yew
#

if u do it a lot you can still possibly try to export it to CSV and see if maybe there's some syntax you can paste in to make the data entry quicker possibly